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Worried About U13 Rescue Mission Changes


BloodKitten
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DE have said they want to make rescue mission fail if alarm is triggered befor reaching the hostage, i dont think its a good idea, considering most new players cant tell who run to an alarm, and will probebly take too long to kill an enemy that they will be able to trigger an alarm due to lack of of proper damage mods.

 

i also absorbing players in capture missions keep failing since they cant catch up to targets or shoot them down fast enough.

 

i do think there need to be more consideration for new players, or atleast have a timer to disable alarm befor failing.

 

(if this get merged to some kind of megathread i hevent noticed then sorry if it seem a bit out of context with whatever comments befor it)

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For the most part I like the idea that stealth is a most until the target is released. However it does mean there will likely be major issues when playing with random people.

 

As a somewhat inbetween, what if it wasn't insta-death on alarm but that the lotus was able to keep track on the targets vitals and therefore when you're doing the mission you could see them in the same way you can see a cryopods health. Then if detected you could have the target slowly being killed (lore wise, they're venting poison gas in the room now or something).

 

With the health dropping instead of instant-death, you now have something to balance, as well a second chance. On a low level mission on say Mercury the health may drop so slowly that you maybe have 4 mins (example) max to fight/run your way to the target and get them out of the room before they die, while on the end game maps you may have only 60 seconds to fight/run your way  to the target and get them out.

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http://youtu.be/CJbgkl1OnP0?t=24m

 

hostage gets executed if alarm is triggered.

 

*edit* seem like BBcodes are broken for me

 

 

Nah that's what i mean, no one will want such excessive stealthiness in rescue mission, we can have that in Spy missions since it's called "Spy" .

 

I think what they meant is that if you trigger the alarm, enemies will storm at you and that will cause the hostage to be brutally murdered, unless you hide? or disable the senors\alarms? idk. 

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Normally I'd like a stealth challenge... but not with a broken stealth system like Warframe has. You'd have to beg for a miracle to not get seen or trigger any other sort of bug before you make it to the rescue target.

 

Before you could give the Rescue Target your side arm I plain hated Rescue missions, after they will implement the execution bullsh*t I'll avoid those missions at all costs and I'm glad that I've unlocked every node on the starchart already and I will feel sorry for everyone who hasn't and is blocked by a Rescue mission in their way.

 

Literally I would only start those missions to see the Rescue targets die and wish I could execute them myself... Probably to the point I would try to get a Radiation proc on me by Corpus Detrons and then try to stealth my way into the complex to execute the Rescue target myself. Try to get a Radiation proc but not let them alert the ship. That would be a challenge that could only be envisioned by the Devil himself.

Edited by MeduSalem
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i dont see the problem if rescue has a stealth element, it seems like a nice change of pace and a nice added difficulty

 

it doesnt make a difference if you are a new player or not, since proper stealth is possible at any level, albeit more time consuming and requiring actual skill in some cases

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didnt like the sound of the revamp, imho i'd prefer only a minor change to what we have now.

 

i'd like it more if like now we escort the prisoner/captive to the exit, only at various points we arrive at a small choke point that gets locked down and we have to hunker down and do a sort of mini defence for a few minutes while lotus overrides the lockdown and allows us to progress.

 

ideally with the captive also hugging cover where it can and using our secondary weapon (which he already does recently) he was given to help defend our position, maybe make him smarter than the average bear and have him also run into frost snowglobes for cover if any are around.

 

when the timer hits zero and lotus unlocks the place, we carry on to the extraction zone, harder areas would have more than 1 defence/choke zone etc, this i think would be both interesting and would to a small extent stop people blasting ahead and potentially allowing the captive to die to random enemy fire as their coptering to exraction without a care.

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i dont see the problem if rescue has a stealth element, it seems like a nice change of pace and a nice added difficulty

 

it doesnt make a difference if you are a new player or not, since proper stealth is possible at any level, albeit more time consuming and requiring actual skill in some cases

 

Don't forget about the rewards... If it doesn't reward you for putting the time and effort into it people will only do it because they are bored and feel like challenging themselves, which won't be the case for majority of the playerbase for various reasons.

 

It's the same now... People skip out on Rescue because they don't feel rewarded enough to take on the possible frustration.

Edited by MeduSalem
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Yes Tenno are powerful enough to just hack and slash their way into the cells, grab the rescue target and get out of there exploding everything that tries to stop them.

 

But that's not why the mission fail if you are detected. That will happens because if the alarm is triggered they will kill the rescue targer. So you gotta be stealthy until you reach the cell and free the rescue target. After that you don't need to be stealthy to go to extraction.

Edited by RexSol
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I would hope that it's not an instant fail.  Something like "They activated the alarms.  Hurry and deactivate them before the hostage is executed.", giving you something like a 30 second countdown to mission failure.  Enemies should be more alarm-happy in this mode, giving you more incentive to stay below the radar, but making it still possible to mess up a few times without losing.

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They won't have a problem with killing an enemy setting of the alarm if they don't get spotted in the first place will they? ;P

 

Point is, this mission is going to be hardcore stealth for the first half. If you get spotted, you dun goofed. Goodluck trying to kill the guy. They can prepare, pack CC to stop him. If they gather up with some coordinated friends they can focus fire.

 

This would only be a problem on higher level nodes anyway, which they shouldn't be tackling if they aren't ready yet, or they can team up with high levels running it.

 

This may be the most teamwork focused gametype to be added, if you're playing it with others. I'm hype for it.

Edited by SolidSp33d
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DE have said they want to make rescue mission fail if alarm is triggered befor reaching the hostage, i dont think its a good idea, considering most new players cant tell who run to an alarm, and will probebly take too long to kill an enemy that they will be able to trigger an alarm due to lack of of proper damage mods.

 

i also absorbing players in capture missions keep failing since they cant catch up to targets or shoot them down fast enough.

 

i do think there need to be more consideration for new players, or atleast have a timer to disable alarm befor failing.

 

(if this get merged to some kind of megathread i hevent noticed then sorry if it seem a bit out of context with whatever comments befor it)

New players don't know how to prevent the alarm because there is no incentive to stop the alarm ebcause right now

 

Alarm = more enemies = more loot yay

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With the current Stealth system (close to none)? I'm dreading the revamp.

 

"if" They fix the stealth system [aka give us stealth 1.0] and add this in I could see no issues.  However I HIGHLY doubt groups of people [randoms] could competently complete a rescue mission and they would just be the ones you solo because it needs more finesse rather than sheer number can handle.

 

Otherwise I think if they don't fix the stealth system too, I'm going to have to make sure my loki is in tip-tip form.

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